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PlayerUnknown’s Battlegrounds Dev Stream – March 2017

Dev Stream w/ PLAYERUNKNOWN, Marek & Pawel*

  • We are planning on monthly updates during Early Access in conjunction w/ Test Servers.
    • We’ll develop for three weeks, and then send the update out to the test servers for a week. If things are working well then we’ll we’ll push it to the other servers.
  • We are going to adjust the final circles to make them a little bit slower, but no we are not reducing the damage.
  • We will be coming out on consoles, but not until the PC version is complete.
  • We do have plans for weather and possibly night maps. We first need to fix performance in the game first. We would like to add snow but it’s very CPU heavy.
    • If we do add night maps it will not be dynamic. We don’t want your environment changing in the middle of a match.
  • Mod support will be coming, but will not be looked at until after we’re satisfied with the game optimization.
    • Mods will run on separate servers, but we’ll talk about that later down the road.
  • We may add more environmental sounds, but we don’t want to overly distract you from the gameplay.
  • We may add more calibers to the game, depending on the weapons, but really what our intentions with the weapons is to really just balance the classes more than anything else. To make sure there are good pistols, good SMGs.
  • We are going to work on the reward points.
  • Our ranking is an ELO based system.
    • You start at about 1200.
    • Kills are worth 20% and win points are worth 100%.
    • Kills are based on who you killed (their rank) and who you died to.
  • Eventually, we have proper matchmaking when the ranking system is pretty stable.
    • We do want to add ranks above people’s heads in the lobby as well so you know who you’re up against.
    • There will be ranked competitive games, like 5V5
    • We plan to have unranked matches so you can go in and just have fun and learn the game without concern for your rank.
    • We will have separate ranks for solo on co-op.
  • We will have ranks for your ratings as well, that will be implemented sometime in the future.
  • The UMP is one of the weapons that we need to rework because it’s way too weak right now. It’s one of the weapons that aren’t currently using real world values for the muzzle velocity.
  • The reason you have FPS drops in towns is because of the numbers of objects in towns etc. So what we’re doing in the next 5 weeks is making the towns look simpler at distance.
    • Currently, the towns are CPU limited, we’re trying to optimize it to use the GPU correctly and to its full potential.
  • We are considering adding a second option to scopes, red dots to ACOGs etc.
  • Muzzle attachment changes:
    •  The compensator reduces the verticle recoil of the gun.
    • Flash Hider changes muzzle light, particle effect, and a small compensator buff w/ partial horizontal recoil decrease.
    • Suppressor makes a small change in deviation in random spread, and reduces the attenuation range of your weapon while adding a little audio spread mechanics to your sound. So you can still hear it, but it makes it harder to pinpoint by about 20 degrees.
    • We will be changing muzzle flashes as well as line attenuation so they will be able to be seen from longer distances.
  • We do not plan to change stance adjustments.
  • This is subject to change: Verticle foregrip significantly reduces horizontal recoil by a large amount and angled foregrips reduce both horizontal and verticle but by a smaller amount.
  • No ETA on a replay feature.
  • Spectate mod is buggy and will be fixed.
  • No plans to implement locks on vehicles.
  • No tracers on bullets, further than what is currently available on the sniper rifles.
  • Streamer specific features will be coming.
  •  We are looking into the eSports scene, but we want it to grow organically. The hardest thing for us is figuring out tournaments, IRL, ’cause making Battle Royale viable is a tough sell. Personally, I started Battle Royale ’cause I thought it would make a great eSport.
    • But we will have a really complex statistic point system, but that’s later down the line.
  • Considering random crate drops for the end of rounds. But we won’t be giving higher ranked winners random crate drops, we don’t want the game to be a grind for crates.
  • The bleeding meter is supposed to stop when someone starts to revive you, it’s simply bugged atm.
  • “I don’t think we can do a rejoin mechanic.”
  • Asian servers are located in Seol
  • Will later implement a hardcore first person mode.
    • Slightly reduced UI
    • No crosshairsThe game’s realism is to be in the gunplay and the character movement.
  • No ETA on maximum shooting range.
  • Helmets and vests are not designed to be put into backpacks “We want to avoid the situation where you shoot someone in the head and they immediately equip another helmet.”
  • We are currently using BattleEye to deter cheaters.
  • We are trying to make the HUD as minimal as possible while still trying to provide all necessary information.
  • Our focus is optimization and stability, the current … does not represent our goal …
  • Next optimization pack is expected around April 15th.
  • We do want some kind of leveling system when it comes to weapons, and stuff like that, but it’s gonna take, unlock special reloads for your character etc, it will have no effect on gameplay.
  • When we go to full release, yes we’ll probably do a wipe of all stats.
  • We should have an announcement for estimated release time RE: Austrailian servers next week.
  • We will have oceanic servers, just no ETA.
  • “Closed Connection” bug should be fixed within the next week for the remaining people suffering from it.
  • Our jumping mechanics are put on hold until our vaulting system is complete.
    • Vaulting is at least 2 months out. w/ the initial plan being the end of May.
    • Plan to have a vault / climb / jump feature that is Battlefield-esc.
  • Will make it so that map markers can be seen by the entire team.
  • We do have plans for more death screen statistics.
  • There are no plans for Linux or Mac support at this time, there are not enough people interested in playing to justify the development time necessary to implement
  • Plan to implement FOV sliders.
    • Only increase, will not be able to make it less than 80.
  • Keys with microtransactions won’t be implemented until after full release.
  • Vehicle physics will be worked on.
  • Motorcycles [with side carriages] are coming.
  • Additional maps are confirmed and one is currently in the works.
  • Parachuting is connected to ping, we could make it client side, but other than that there’s nothing we can do.
  • We’re adding a “play again” button to take you directly into matchmaking. But because of the nature of the game, there will be some downtime between hitting play and landing on the ground.
  • The pioneer crate is only the initially set of skins.
  • Equipment skins will be coming after we work on game optimization
    • We’ll have cosmetic skins for weapons, vehicles, and your characters.
    • But we plan on keeping them relatively.
  • The reason crates get more expensive the more you buy is to enforce a soft limit on the number of crates you can buy a week. To create an economy based on our skins, so limiting the number of crates you can obtain a week is important to make sure there is rarity within items. So there’s value in the marketplace.
    • These items will available on the Steam marketplace. We will implement a system like CS:GO where you can buy keys and keys will be used to open crates.
    • All the skins you have you’ll be able to sell on the Steam marketplace eventually.
  • We are looking at other ways for you guys to open crates, maybe a time release system. We do want to give players that don’t necessarily have money to spend on keys, we do want a way for them to get them skins.
    • You’ll also be able to find skins in the crates in the world as well but that’s will be after full release.
  •  There is currently NO bullet drop, but we are adding air resistance, with full plans to add bullet drop in the future.
  • We’re working on first person mode, but it will take a time to implement.
  • We will be implementing range finders and binoculars.
  • We’ve considered adding C4 as a remotely detonated charge.
  • PU said they’re going to continue to working on positional audio but Toone said it’s “spot on” and only needs work in spectator mode.
  • We are thinking about distinct impact sounds when shots connect, we’re thinking about it maybe just for headshots. But we have plans for… if you hit someone with a vest it will give a puff of dust rather than a puff of blood so you know that that person is wearing a vest.
  • You will eventually be able to use med kits and stimms while in a car.
  • We do have plans to make environments more destructible but optimization has to come first and destruction kind of messes with that.
  • We don’t want to add fog effects outside the circle, we don’t want to punish people harder for being outside of it. Battle Royale is supposed to be about the fight, not the environment.

Development timeline for the month of April.

*I moved things around 2 too many times, so some things are out of order (I also started transcribing half way through the stream and then had to start it over to listen to the first part) but everything written here was said during the stream linked at the beginning of the post. Things were also moved around to fit the subject, so if he brought up something towards the end of the stream that was relevant to something he said towards the beginning on the stream I moved them to group them together.




This post first appeared on Gaming Crisis, please read the originial post: here

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PlayerUnknown’s Battlegrounds Dev Stream – March 2017

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